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Thread: Anti-latency (server-side hit detection / correction)

  1. #71

    Re: Anti-latency (server-side hit detection / correction)

    This thread would've made for an interesting discussion, too bad you two suck and raped the thread.....
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  2. #72

    Re: Anti-latency (server-side hit detection / correction)

    Sucking and raping is what I do.
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  3. #73

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by n00b1n8R View Post
    I'd just like to add that I quoted the wrong post and I've never had to consciously lead in quake live.
    Go play it with 800 ping.

    Of course you haven't fucking noticed it, that's why Quake Live has that matchmaking thing to give you servers close by with people on a similar skill level. Also notice how I said the leading in other games isn't usually as extreme as in Halo. Even Unlagged isn't a perfect solution, because it often results in people getting shot after they already ran around a corner.
    Last edited by Pooky; October 4th, 2011 at 05:18 AM.
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  4. #74

    Re: Anti-latency (server-side hit detection / correction)

    The most least bullshit game I've ever played network-wise is... ironically, Sauerbraten, which is free and open source, and which I play periodically to this day.

    Why is it the least bullshit? Because if you shoot someone, and it hits them, it fucking hits them. Immediately, the game recognizes damage needs to be sent to them. No latency bullshit. The only thing that may happen is they kill you before the damage is sent to them... which is fucking fair. COD3 had similar networking, before Treyarch moved over to whatever the fuck COD4 used. Why they changed it up is beyond me. I fucking hate getting jipped out of a kill because I died before my damage lands ALA Halo 2/3 and every COD game to this day.

    Funny how the most popular industry standard games can have absolutely horrid networking and damage registration. I don't know what the fuck they're thinking.

    E: Jesus christ, I seem to love the word fuck.
    Last edited by t3h m00kz; October 4th, 2011 at 05:33 AM. Reason: FUCK
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  5. #75

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    The most least bullshit game I've ever played network-wise is... ironically, Sauerbraten, which is free and open source, and which I play periodically to this day.

    Why is it the least bullshit? Because if you shoot someone, and it hits them, it fucking hits them. Immediately, the game recognizes damage needs to be sent to them. No latency bullshit. The only thing that may happen is they kill you before the damage is sent to them... which is fucking fair. COD3 had similar networking, before Treyarch moved over to whatever the fuck COD4 used. Why they changed it up is beyond me. I fucking hate getting jipped out of a kill because I died before my damage lands ALA Halo 2/3 and every COD game to this day.

    Funny how the most popular industry standard games can have absolutely horrid networking and damage registration. I don't know what the fuck they're thinking.

    E: Jesus christ, I seem to love the word fuck.
    Games don't work like that because that design is retarded. That design, as you describe it, trusts the client. You cannot do this. If the server trusts the client to notify it of damage then it can be exploited. All you need to do is either break the packet security and inject a "hit" packet, or make the client do it for you with a few function calls. You would be able to "shoot" people without even looking at them. The way modern games detect hits is really as good as you can get.
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  6. #76

    Re: Anti-latency (server-side hit detection / correction)

    Easily hackable, yes, but Client/Server can still be quite hackable. IE Halo 2. Ironically I've never seen nearly as many hackers in Sauerbraten, save for some people creating an AI controllable via console commands in a server. Even with CE, you've got aimbots and wallhacks.

    With console games, I'd imagine you'd have to worry about hackers much less than PC titles, and therefore it baffles me why consoles don't take advantage of trusting the clients more. There's a fraction of the amount of hackers as there are on the PC versions.
    Last edited by t3h m00kz; October 4th, 2011 at 03:41 PM.
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  7. #77

    Re: Anti-latency (server-side hit detection / correction)

    Well, the good thing about the Server/Client model is that a good amount of hacks like speedhacks etc. are not possible because all players are controlled by the server. Halo 2/3/Reach do not use this system, instead they trust the clients. I used to have a whole gallery of screenshots of people getting lasered straight through walls because of this.
    Last edited by Pooky; October 4th, 2011 at 07:09 PM.
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  8. #78

    Re: Anti-latency (server-side hit detection / correction)

    Halo 2/3 very much uses client/server. The hit detection is just more advanced. In Halo 2 you cannot hit people with BR shots unless you have the red reticule. Even if the projectiles connect on your screen (I've tested this with video, slowed it down, seen cases where bullets connect with no damage delt). At long distances, ALA Coag, in order to hit, you have to lead. Halo 3 uses a more advanced version not reliant on the red reticule, and you will see cases where the bullet spread will cause the bullets to zip past the enemy's head, but the server will register a headshot. I'm not sure about Reach.

    I used to have a video showing tons of shots in Halo 2 that didn't hit. Lost it, apparently.
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  9. #79

    Re: Anti-latency (server-side hit detection / correction)

    Point taken on Halo 2, I'd almost forgotten about this video.

    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    That said, I still ran into an obnoxious amount of situations in Halo 3 involving people getting lasered or sniped through walls... guess the netcode ain't all that advanced. Personally I prefer Halo 1's system, at least the leading was predictable.

    e: WMG can suck my balls. Better link.

    http://video.google.com/videoplay?do...24147107573683
    Last edited by Pooky; October 4th, 2011 at 07:53 PM.
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  10. #80

    Re: Anti-latency (server-side hit detection / correction)

    I experimented and found out that that's caused by bullet redirection on the killed player's screen. The game redirects the killer's bullet to the appropriate location on the killed player's body. Notice how YOU never kill anybody through walls on your screen.

    The result? You see their shots shoot off in a direction they actually didn't in order to make it look like they're shooting you.

    Have player 1 aim at a corner. Have player 2 run around corner, have player 1 shoot player 2 just before player 2 is in cover. Player 2 will die from a shot that, on his screen, hit the corner due to the redirection.

    So yes, it is a more advanced hit detection than Halo 1. More advanced does not mean it does not have flaws.

    I had a screenshot of severe redirection in my Halo 3 files, I'll have to post it sometime..
    Last edited by t3h m00kz; October 4th, 2011 at 08:09 PM.
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